Please enable JavaScript to use CodeHS

Unity Certified User Artist Standards Mapping

to

Game Design in Unity - Semester Two

13 Standards in this Framework 10 Standards Mapped 76% Mapped to Course


Standard Lessons
1.1 Import assets including but not limited to settings for FBX, OBJ and associated textures.
  1. 1.5 Sound Effects
  2. 1.6 Make It Your Own
  3. 3.2 Model Creation
  4. 4.1 Prototyping and Testing
1.2 Import and configure assets from the Unity Asset Store.
  1. 1.6 Make It Your Own
  2. 4.1 Prototyping and Testing
1.3 Slice spritesheets for use in a 2D scene including but not limited to using the default Sprite Editor and 9-slicing.
1.4 Identify mesh components including vertices, polygon faces and edges.
  1. 3.2 Model Creation
1.5 Create key frames and change tangents in the Curve Editor using the Animation window.
1.6 Create, modify and utilize Prefabs.
  1. 3.2 Model Creation
  2. 3.3 Character Animation
2.1 Utilize Transform tools and the Transform component in the Inspector.
  1. 1.2 Cameras
  2. 1.3 Lighting Effects
  3. 1.4 Particle Systems
  4. 1.5 Sound Effects
  5. 1.6 Make It Your Own
  6. 3.1 Physics
  7. 3.2 Model Creation
  8. 3.4 User Interface (UI)
2.2 Create prototype scenes using Unity primitives and/or low poly meshes utilizing white box/grey box techniques.
  1. 1.6 Make It Your Own
  2. 3.2 Model Creation
  3. 4.1 Prototyping and Testing
2.3 Create and edit a landscape with materials utilizing the Terrain tool including but not limited to mask maps, texture painting, and diffuse properties.
3.1 Modify materials using the Standard Shader and editing properties including but not limited to specular, transparency, normal, and albedo.
  1. 3.2 Model Creation
3.2 Identify basic lighting including but not limited to shadows, light settings, and light shapes such as directional, area, spot, and point.
  1. 1.3 Lighting Effects
3.3 Utilize single camera set up including but not limited to isometric vs. standard, camera component, background, culling masks, clipping planes, field of view (FOV), etc.
  1. 1.2 Cameras
3.4 Given a scenario, determine the appropriate rendering pipeline that should be used.
  1. 1.2 Cameras
  2. 1.3 Lighting Effects